/Engine/Source/Editor/UnrealEd/Classes/Commandlets/BaseIteratePackagesCommandlet.h
Added to expose this to the save packages test Base commandlet used to iterate packages provided on a commandline has callbacks for processing each package
class UBaseIteratePackagesCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)
bool
bAutoCheckIn
If we should auto checkin packages that were checked out
bool
bAutoCheckOut
If we should auto checkout packages that need to be saved
bool
bBatchSourceControl
If we should batch together source control operations rather than submit them one at a time
bool
bCanIgnoreFails
Skip the assert when a package can not be opened
bool
bForceFinishAllCompilationBeforeGC
Should we build lighting for the packages we are saving? Should we build reflection captures for the packages we are saving? Should we build texture streaming for the packages we are saving? Similar to above, but applies to all packages rather than just maps
bool
bForceUATEnvironmentVariableSet
Bool bHLODMapCleanup;FStringForceHLODSetupAsset;FStringHLODSkipToMap;
bool
bIgnoreChangelist
Should we build navigation data for the packages we are saving? Ignore package version changelist
bool
bKeepPackageGUIDOnSave
bool
bOnlyLicenseed
Only save packages that been saved by a licensee
bool
bOnlyMaterials
Only process packages containing materials
bool
bOnlyPayloadTrailers
Only save packages containing FPayloadTrailers
bool
bOnlySaveDirtyPackages
If we should only save dirty packages
bool
bOnlyUnversioned
Only save packages with a changelist of zero
bool
bOnlyVirtualized
Only save packages containing bulkdata payloads that have been virtualized
bool
bResaveOnDemand
bool
bSkipCheckedOutFiles
If we should simply skip checked out files rather than error-ing out
bool
bSkipSubLevels
Should we update HLODs bool bShouldBuildHLOD; bool bGenerateClusters; bool bGenerateMeshProxies; bool bForceClusterGeneration; bool bForceProxyGeneration; bool bForceSingleClusterForLevel;
bool
bStripEditorOnlyContent
Strip editor only content
bool
bUseWorldPartitionBuilder
bool
bVerifyContent
Load all packages, and display warnings for those packages which would have been resaved but were read-only
TSet<FName>
CollectionFilter
Filter packages based on a collection
TArray<FString...
FilesToSubmit
Lighting Build Quality(default: Production) List of files to submit
int32
GarbageCollectionFrequency
Only collect garbage after N packages
int32
MaxPackagesToResave
Maximum number of packages to resave to avoid having a massive sync A value of -1 (default) removes this limitation.
int32
MaxResaveLicenseeUEVersion
Limits processing to packages with this licensee package version or lower.
int32
MaxResaveUEVersion
Limits processing to packages with this UE4 package version or lower.
int32
MinResaveUEVersion
Only packages that have this version or higher will be processed; a value of IGNORE_PACKAGE_VERSION indicates that there is no minimum package version
int32
PackagesConsideredForResave
Running count of packages that got modified and will need to be resaved
int32
PackagesDeleted
int32
PackagesResaved
FString
PackageSubstring
If non-empty, this substring has to be present in the package name for the commandlet to process it.
TArray<FString...
ResaveClasses
Allows users to save only packages with a particular class in them (useful for fixing content)
TSet<FName>
ResaveOnDemandPackages
If running resaveondemand, only packages reported into this set are resaved.
FCriticalSectio...
ResaveOnDemandPackagesLock
TSet<FName>
ResaveOnDemandSystems
TPimplPtr< clas...
SourceControlQueue
List of redirector packages that should be fixed up at the end A queue containing source control operations to be performed in batches.
TArray<FString...
Switches
The list of switches that were passed on the commandline
int32
TotalPackagesForResave
EBrevity
Verbosity